#1 posted by R.P.G.
on 2006/03/09 13:35:12
Zwiffle/czg map: Please make it darker, I don't like to see where I'm going. Also, <Cristopher Walken>what this map needs is more teacup</Cristopher Walken>.
Hrimfaxi/Drew: Wow. Big rocks.
#2 posted by czg
on 2006/03/09 14:39:08
I usually hate egyptian maps but this one at least had an interesting layout.
Zwiffle could have taken advantage of marking gold key doors and buttons as such and not trying to camouflage them as light fixtures.
#3 posted by Drew on 2006/03/09 14:45:59
Finally I can play this in 9 months!
#4 posted by megaman
on 2006/03/09 16:21:34
i dunno, but teacup was pretty cool until i got those walking polygon error monsters that shot with like every single weapon there is in quake. also those flying things make no sound like the shambler does before they shoot, hence they suck.
egypt was pretty cool until it got unplayable and crashed with gl_max_textures or something.
#5 posted by johnxmas
on 2006/03/09 17:50:06
you need QUOTH MOD, megaman...
(quothed on top of the thread, ah!)
#6 posted by Zwiffle
on 2006/03/09 21:28:36
Hrimfaxi's map was pretty damn awesome. I must say I was blown away. The only bad part was when it slowed down (about one third of the map was choppy) and the ending was kind of a letdown with the trinity secret. Other than that it was huge, bigger than the entirety of Serious Sam, tons of secrets, tons of combat. Just a great map overall. Great job Hrimfaxi/Drew!!!
CZG/Zwiffle, your map sucked hard. I blame CZG. He had subpar scraps.
#7 posted by anonymous user on 2006/03/10 01:20:47
1 words "BRILIANT" :) i play this quality maps like last night and already want to delete all trincasp2 :| you guys make me puke on mine map... :| great work both! the one i like more was Hrimfaxi/Drew but more becouse i love Egypt themes...
congractilacion both for these great maps and thks for 1 pure hour off fun! will post demos wend i play alone...eheheh last night play with my kid :)
#8 posted by Trinca
on 2006/03/10 01:22:18
lol post #7 was me...
Thanks For The Great Pack
#9 posted by Sielwolf
on 2006/03/10 04:47:26
very nice maps :)
#10 posted by JPL
on 2006/03/10 13:23:22
Hrimfaxi/Drew made the best map. Nothing to say except I love it.
Zwiffle/czg map has an interesting layout, and it is very deceiving that it is not finished.. and well, where is the damn exit ?!!
#11 posted by Zwiffle
on 2006/03/10 13:49:57
On the bridge where the two Gaunts show up, there's a ledge you have to jump to with a teleporter blocked by some bars. You have to find a button for the bars then head back and jump across to exit.
#12 posted by negke
on 2006/03/10 15:18:57
czgiffle: yes, your map sucks. but in an enjoyable way. :) could have been a little more slopey, though. plus, i always wonder why you keep adding only so few monsters every time.
drewrimfaxi: wow, this really kicks ass. not only is it huge, drew's scrap was expanded in such an awesome way... gameplay was top notch, too. good use of ambient sounds, the sphinx statues looked cool (execpt for their backs) and i can't remember having seen the eyekeys before. :)
the fish beneath the first waterfall are stuck - i would have liked to see way more fish (like in the first water area) in general.
#13 posted by than
on 2006/03/10 17:18:01
I still haven't played the new metastasis release, but I'll give this a whirl first.
I did play the first beta of Egyptian Rhapsody, and it was great. Didn't play the second because I was busy when I got the mail and then forgot about it (sorry, Hrim ;) Looking forward to checking out all the changes.
Some Tech Issues
#14 posted by aguirRe
on 2006/03/11 02:05:06
Aborts or choppy gameplay in Fitz should be cured by using latest version (0.80) and enough heapsize (48000) like the readme says.
There are sometimes missing frames (e.g. 155-157) in the polyp animation, likely related to not resetting from cloak model when dying (QC bug). In latest DP beta, a cloaked polyp is still visible as a big white square (DP bug).
Teacups has a rogue func_door (brush entity without a brush) that can cause an engine abort ("SOLID_BSP ...") if hit by missiles near the spawn point.
Many of the Teacups torches are partly jammed into the walls, limiting their brightness. If you'd used an older light tool, they would've been completely black. Also, Teacups isn't vised at all, so it may run slow on some systems.
Egypt seems playable even in engines without extended edict support (600 limit), if the initial combats are done "carefully" (i.e. not too fast).
Some of the many Egypt paintings look better when used as external tgas, free from the palette.
I'm looking forward to play these maps!
#15 posted by R.P.G.
on 2006/03/11 07:31:29
AguirRe just wrote a dissertation on the maps, and closes with "I'm looking forward to play these maps!" How funny. :P
there is no fundamental reason why aguire's statements are in anyway mutually exclusive, as you seem to imply.
Aguire is helpfully listing some small technical issues, which he is an expert at. The correlation to enjoying gameplay is relatively small; if it exists at all.
#17 posted by aguirRe
on 2006/03/11 15:19:34
there was no sarcasm intended. Both maps look great and the above issues are either not caused by the maps at all or particularly detrimental. I was just posting my findings.
#18 posted by nitin
on 2006/03/11 21:56:41
teacups - too dark, very poor lighting. Architecture looked good from what was visible. Gameplay was unbalanced, but not too frustrating, but it was a little confusing.
egyptian - excellent excellent stuff. Having been to egypt not too long ago, the sense of awe that comes from seeing the structures was evoked in this map too. Some of the scale was very well done. Nice gameplay and good usage of Quoth stuff.
#19 posted by JPL
on 2006/03/12 01:31:57
Oh... "this" button... I didn't see it during the first run... I would have been great to use either a different texture, or a different light type... or maybe I should buy a pair of glasses ;P
Nevertheless, this very short level would deserve to be enlarged... though...
#20 posted by JPL
on 2006/03/12 01:31:59
Oh... "this" button... I didn't see it during the first run... It would have been great to use either a different texture, or a different light type... or maybe I should buy a pair of glasses ;P
Nevertheless, this very short level would deserve to be enlarged... though...
#21 posted by JPL
on 2006/03/12 01:33:02
.. sorry for the double post...
#22 posted by negke
on 2006/03/12 01:44:56
Teacups isn't vised at all
again?! zwiffle, why? :(
...to you all!!! The Pack has finally come!!!! And I'm glad to see the community agrees with my view of Egypt as a true classic!!!!
Zwif's one has got very good architecture but lacks a number of other things, especially in the endgame fight... It's got a little surprise offender even, loved that... On the subject, I'm not that good at trickjumping but I suspect that if you manage(double jump from the lights? Fiend punch boost?) to get on the ogre platform after the gold key door while the ogre is still alive you can get a grenade boost to get on top w/o cheating, am I right? Anyone more skilled than me want to give it a try?
Oh, btw, Zwiff, maybe a lil' armour would have made the gameplay sligthly more balanced and funny, giving you the opportunity to get into rooms guns blazing, monster munching, instead of having to worry about being hit all the time...
All in all a very good couple of maps, with Hrim's going amongst my all time faves....
#24 posted by R.P.G.
on 2006/03/12 14:08:12
I meant that he seemed to become intimately familiar with the maps, and yet had not played them, which seems incongruous. I meant no implication regarding aguirRe's feelings about the maps' enjoyability.
This Doesn't Look Normal
#25 posted by Fern
on 2006/03/12 19:34:28